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Dunabar

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  1. Hey Folks So with all grumble over the Helicopter Drone, one of the Devs (I think) shooting down the concept of a Anti-Air Launcher (aka Stingers, Igla, and etc), the new suggestion system, needing to revisit old suggestions, and bla bla bla. I wanted to revisit one more old suggestion post before moving back on to my Support Strikes Chapter and that is the CUAS drones, primarily the Switchblade CUAS Drone of the United States Military. This will be a fairly short post as there isn't a lot that needs to be said. Content of this post will be Section 1 - New Strike - A new Strike for the game; Switchblade, information on it, proposed stats, and customization. ---- Section 1 - Switchblade Information sources AeroVironment's main website Switchblade Wikipedia Intentionally designed to be a cheap, expendable, Loitering Ammunition, the Switchblade packs the firepower of what is suspected to be a 40mm grenade, and is able to be launched from multiple platforms such as ground & water. However, in 2015, a V-22 Osprey was able to serve as a successful launch platform for a Switchblade that had no warhead equipped during the test. After this successful trial, the Switchblade's launch platforms would go on to include aerial platforms as well, and the V-22 Osprey most likely to begin carrying these cheap multi-purpose CUAS drone. But, as of right now, AeroVironment is seeking to make the Switchblade capable of operating without the need of Human control. Because World War 3 takes places in the year 2026, I'd personally like to see the developers advance the design of the Switchblade based on the general concept of AeroVironment. This way the player doesn't need to control the Switchblade in flight, they just have to make sure the Switchblade has room to launch out of it's mortar tube without immediately crashing into something like a wall, a truck, or whatever inanimate object. Should this be created, the Switchblade should be effective against the following... Quadrocopter - Able to destroyed by just one Switchblade. Suicide Drone - Able to destroyed by just one Switchblade. Leviathan - Able to be destroyed by three Switchblades. Battle Bot - Able to be destroyed by six Switchblades. Helicopter Drone - Able to be destroyed by seven Switchblades. With that out of the way, lets move on to proposed stats. Proposed in-game stats Type: Auto Lock-on CUAS Drone BP cost: 1400 HP: 100 Explosive Damage: 150 Cooldown: 4 minutes Destroyed on death: No Heat signature size: Small Able to kill Players: Yes - Indirectly Automated Detection range: 80 Meters in a cone shape line of sight Able to be countered by: Reaper Drones, UCAS-D Drones, Other Switchblade Drones (if added), and regular small arms fire. And finally with customization I don't think there is much really needed beyond being able to camouflage it and that is about it. The player doesn't actually control the CUAS Drone, so it doesn't need anything like special optics, smoke grenades, or any of that stuff. But, if the Devs would like to get a little more creative with it, I wouldn't mind that either. In the end this just another suggestion and like all my suggestions; whatever the Devs do with it, is up to them. I hope you all like the general concept of the Switchblade, I figured if the Developers didn't want to develop something to just counter one thing, than the Switchblade would ideally be acceptable for consideration since it can be used to counter-multiple things that cause some players grief; primarily the Quadrocopter, Suicide Drone, and Helicopter Drone. I'm sure some People won't like that I'm not suggesting higher damage against the Helicopter Drone, that is something I rather leave to the Developers largely. But, I personally don't think the Switchblade should do massive amounts of damage to the Helicopter Drone unless the Heli has some sort of ability to counter the Switchblade more effectively beyond hoping they can steer it into a solid object first. I have two (maybe three) more possible solutions that grant some degree of Anti-Air power without that being all they're good for. But, you will have to wait on those for now. If you like the general concept of the Switchblade, give it a up vote, and like always have a good one folks! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones More to come in time Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter (Still to come) Special Weapons Chapter (Still to come) Submachine Guns Chapter (Still to come) Battle Rifles Chapter BREN 2 BR Shotguns Chapter (Still to come) Light Machine Guns Chapter LWMMG Pistols Chapter (Still to come) ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  2. The Heli Drone (if in motion) will remain in that motion if the UCAS-D has ran it's 5 second jam on it. So if it's flying straight forward after being jammed by the UCAS-D, it will keep flying straight forward to either crash into something or fly off the map.
  3. Hey Folks With the poll having closed in the Zastava M17 post of mine, the final vote was a tie between Submachine Guns and Battle Rifles. I did a 2 out of 3 spin of the wheel between SMGs & BRs and the Battle Rifle vote came out on top which is why I'm covering Battle Rifles this time around. However, I won't do a poll vote this time because Submachine Guns only lost in the tiebreaker and I felt it would be more fair to cover one of them next instead of doing a whole new vote. For some reason I was having a problem editing the Zastava post where I was going to host the result, not sure what the issue was, and really I'm not at all worried about it. More than one way to skin a cat as the saying goes. Anyways! Today I will be covering the CZ BREN 2 BR, a newer modern Battle Rifle out of the Czech Republic and it's CZ firearms manufacturer. Contents of this post Section 1 - The BREN 2 BR - Real life information behind the BREN 2 BR Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game BRs and suggested BR with the BREN 2 BR. Section 3 - Special Features - Special features I think the BREN 2 BR should have Section 4 - Customization - Customization options I think the BREN 2 BR should have ---- Section 1 - The BREN 2 BR Introduction & Demonstration Videos of the BREN 2 BR. CZ BREN 2 BR Info & Test Demonstration CZ BREN 2 BR small live fire demo Extra Information sources CZ BREN 2 BR - CZUB Fresh out of the Czech Republic firing the larger 7.62x51mm NATO caliber ammunition and the 2nd generation variant of the BREN Rifles. The BREN 2 BR (BR of course being short for Battle Rifle) is a lightweight Battle Rifle weighing in at 3,80 kg or 8.3 lb, which is heavier than the SCAR MK17 (SCAR-H or Heavy if you will), but just a little lighter than that of the HK417 depending configurations. However, the BREN 2 BR comes standard with a 25 round magazine (26 counting 1 in the chamber) unlike the SCAR MK17 & HK417 that only hold 20 rounds in their standard magazines, and high accuracy in both it's single fire mode and fully automatic fire mode in short bursts. So if the gun was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to the SCAR-H & M417? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the BREN 2 BR should basically be the exact opposite of the M417. What do I mean by this? Well, if the SCAR-H was considered the "middle of the field" Battle Rifle and the M417 was considered the more medium to long range favored Battle Rifle. Then the BREN 2 BR would be the more close to medium range favored Battle Rifle, lending itself more to those that prefer to aggressively rush the enemy instead of sitting back to pick them off. This doesn't mean the BREN 2 BR should be terrible at long range of course (that would be uncharacteristic of it), rather it means the BREN BR 2 would need a more dedicated build for longer range engagements. Luckily when it comes to stat comparison this will be a lot quicker since there are only two other Battle Rifles to compare with. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: Once again, I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and keep what little sanity I have left in me. BREN 2 BR proposed and compared stats. BREN 2 BR Effective ranges: 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) SCAR-H: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) M417: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) BREN 2 BR Weight: 17.9 SCAR-H: 17.6 M417: 18.3 BREN 2 BR Recoil: 0.87 SCAR-H: 0.92 M417: 0.95 BREN 2 BR Spread: 0.22 SCAR-H: 0.2 M417: 0.14 BREN 2 BR Reload time: 4.8 Seconds SCAR-H: 4.0 Seconds M417: 1.0 Seconds BREN 2 BR Rate of Fire: 620 RPMs SCAR-H: 525 M417: 430 BREN 2 BR Caliber: 7,62x51mm SCAR-H: 7,62x51mm M417: 7,62x51mm BREN 2 BR Muzzle Velocity: 680 m/s SCAR-H: 714 m/s M417: 817 m/s BREN 2 BR Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 SCAR-H: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 M417: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 With this out of the way we move on to special features. ---- Section 3 - Special Features This will actually be short since there isn't much that really needs to be said. Standard 25 round Magazine - The BREN 2 BR should have the in-game standard 20 round Magazine replaced with it's real life standard 25 round magazine. Exceptional Short Burst accuracy - Unlike the SCAR & M417, I think the BREN 2 BR should experience a much more gradual climb in recoil in it's first two to three shots. But then experience a much more notable climb come the third or fourth shot. This would help mimic that high, short burst accuracy that is characteristic to the BREN BR 2, and in turn encourage players to learn to burst fire more consistently without actually having burst fire mode. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the BREN 2 BR should & should not have access to (in my opinion) when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels All Barrels optional Muzzles All Muzzles optional Lower All Lowers optional Side All side mounts optional Magazines 10 Round Magazines 25 Round Magazines Ammunition All (Gun) Ammunition Types optional New Bodyparts that could come with BREN 2 BR along with it's stock parts. Plenty of room for the Devs to stretch their legs and get creative as a Battle Rifle is just a scaled up Assault Rifle. Handguards BREN M-Lok BREN S1 Stocks BREN Gen 2 Stock BREN Gen 1 Folding Stock BREN Gen 1 Fixed Stock ACR Adaptable Stock - Could just be called ACR Stock for Short 805 SB Brace - Could just be called the 805 SBB for short Grips BREN S1 - Could be called the BS1P instead of BREN S1 BREN GEN 2 Grip And with that we bring this post to an end. I was very pleasantly surprised to stumble across the BREN 2 BR, especially since when I covered Battle Rifles in my old "Guns that could enhance WW3" series, I had an absolute nightmare of a time actually finding Battle Rifles that did anything or were anything meaningfully different from other Battle Rifles that could be translated over into WW3. I mean I was stretching differences when I should have still been finding variety to suggest, but there just wasn't anything really there that really stood out. So, while I am going to be revisiting that nightmare once more obviously, I can at least say the BREN 2 BR made the start of the path very easy to approach. Hope you at the very least like the idea of seeing the BREN 2 BR in game (even if maybe in a different form than what I suggested), lord knows we could use some more Battle Rifles to play with at some point. But, If you did indeed like the idea of the BREN 2 BR, hit that up vote so we can further encourage the developers to add more toys for us to play with in WW3! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter (Still to come) Special Weapons Chapter (Still to come) Submachine Guns Chapter (Still to come) Battle Rifles Chapter (Still to come) Shotguns Chapter (Still to come) Light Machine Guns Chapter LWMMG Pistols Chapter (Still to come) ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  4. Not even going to entertain this beyond this point and a brief mention down below. It did indeed alleviate some issues which I already stated. But, it also brought about new issues which I also already covered largely. As for the gadgets pre-Supply Containers, none of them were even remotely useless. What was the primary issue was players that refused to drop bags for anyone except themselves (hence my comment at the start of the post.) That is a player fault, not a mechanic fault. With my suggestion though, no gadgets are made useless, teamwork is further encouraged/rewarded in Warzone, and the anti-teamwork players are forced to do one of three things with no real hard punishments. Request some form of supply from their Team directly and reward their teammate with BP when they use the bags. Give their Teammates BP by using the Supply Drop that they (the teammates) called in. Call in their own Supply Drop using their own BP (and destroy it if they're that adamant about not wanting to help their teammates. Which in the end just opens up a slot for their teammates to call in their own Supply Drops.) That is a win-win in my book. Moving the RPG Ammo to the Equipment Bag would have helped reduce the spam a little. But, because the Equipment Bag can be accessed at the Resupply Container almost 24/7, the change did little to nothing ultimately in the end. Remove the Resupply Container and the variety will still be there, the RPG Spam will be slightly reduced, and the over abundance of supplies would be reduced, or come at a BP cost if my suggestion is added to the game. Hence why I'm not talking about TDM changes, I'm talking about Warzone which is suppose to be the more Teamwork oriented game mode. Teamwork doesn't need to be milsim levels of depth, but it can be more than this bandage solution to anti-teamers that is the Resupply Containers currently. Now I'm under no illusions, You can't force players to work as a team is a undeniable truth. But, you can discourage it without outright punishing them.
  5. Pardon the slow reply, been rather busy. Fair point. I shall edit the post and remove the 75 round drum. It would also help differ the gun from the others even more as well which is always a bonus in my book. Yeah I really like the concept of being able to change calibers. But, I can understand the development headache that would be involved in that. If the Devs think it's easier to stick with the current path, no arguments from me. If they wish to try to make multi-caliber weapons in the future a thing, no arguments from me still lol. I have a feeling and only a feeling at that. The AN or AEK have the best chances of being added into the game with the AEK as the A545 having the highest chance of the two in my opinion. But, I could be wrong and the Devs could go with something different. But, I'm not in their heads or planning room, so I cannot say for sure lol. But, we do know that some of the guns I suggested in my old series of suggestion posts, will be added to the game at some point (which I should make a for fun voting post over that at some point.) So you never know, might be an AN-94 coming down the road. Well I'm perfectly able to drop a dud or five at times, I'm not some super suggester. But, I thank you for the kind words and I always welcome criticism so long as it's constructive.
  6. I can just hear their collective sigh from here in the States lol. But, I will give them a small break from my nonsense soon. I got one that I think is right up your alleyway, Ragir. But, sooooon~
  7. Hey Folks The whole 2 votes before the poll closed do to derpage on my part wanted me to cover an Assault Rifle next and like I said I would; I brought a brand new gun that was not on my original "6 Guns that could enhance WW3 - Assault Rifles" Post. Today we will be looking at Serbia's new Zastava M17 or MAR (Modular Automatic Rifle) that is likely to replace the age old Zastava M70. However, just like I stated in my original assault rifles post, we're really stretching the differences at this point because (much like Battle Rifles) Assault Rifles are not really doing too many different things from other Assault Rifles that can be translated over into a video game (at least not this one anyways.) A new Poll will be up and if nothing goes wrong this time it should last 1 week for the vote. Light Machine Guns & Assault Rifles won't be on the list this time since I covered LMGs with the LWMMG and this post is covering an Assault Rifle. Contents of this post Section 1 - The Zastava M17 - Real life information behind the Zastava M17 Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game ARs and suggested ARs with the Zastava M17. Section 3 - Special Features - Special features I think the Zastava M17 should have Section 4 - Customization - Customization options I think the Zastava M17 should have ---- Section 1 - The Zastava M17 Introduction & Demonstration Videos of the Zastava M17. Brief showing of the Zastava Modular Automatic Rifle 1:51 - 2:21 Extra Information sources Zastava M17 - TFB Zastava M17 - TFB2 The Zastava M17 or Zastava Modular Automatic Rifle, was first introduced (assuming) in the year 2017 and is a heavily modified Zastava M70 that is able to chamber 7.62x39 & 6.5x39 Grendel ammunition. Likely to be the first adopted 6.5 Caliber Military Rifle in the world, the M17 is currently undergoing testing with the Serbian Armed Forces to replace the aging M70 Assault Rifle with a new modern rifle. Though the weapon is heavily modified, the information behind just how modified internally is a bit hard to come by. But, the ability to fire a 6.5x39 round instead of the larger 7.62x39 "merely" requires a change of the gun's barrel, at least that is what Zastava is claiming. While the Serbian armed forces seem to be primarily seeking to adopt the M17 for the larger 7.62 caliber ammunition in a more modern packaged rifle, the 6.5 is still being adopted in smaller quantities while testing continues. So, if the gun was to be added to the game, what playstyle would the gun favor and most importantly where exactly would it stand when compared to generally similar Assault Rifles? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the Zastava M17 would generally be like any other Assault Rifle in that it's Offensive & Defensive usage would all depend on how the player designs their loadout. However, because the weapon can fire the 6.5x39 Grendel round, I would say the weapon favors the more Offensive/Rush the enemy minded players that want a larger caliber than 5.56, but don't want the heavier recoil of the larger 7.62 caliber weapons that usually have rather slow rates of fire when compared to their lighter caliber counterparts. Much like the LWMMG post I have no other suggested weapons to compare stats with just yet, so I'm only going to have the current guns to propose/compare with it. I will of course use the same color coding system like I did last time as well. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: Again, I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE. Also I'm comparing the stats of weapons from a stock design to another stock design without taking customization into consideration. This is primarily because it would take a long time to do and obviously the post would grow substantially larger if I did. Zastava M17 proposed and compared stats. Zastava M17 Effective ranges: 0 - 100m (32 damage.) Damage decreases at 101m - 135m (29 damage) M4 MWS: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) AK-15: 0 - 105m (34 damage.) Damage decreases at 106m - 135m (31 damage) VEPR: 0 - 105m (32 damage.) Damage decreases at 106m - 135m (29 damage) MSBS-B: 0 - 30m (36 damage.) Damage decreases at 31m - 135m (24 damage) MSBS-K: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) M416: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) G36: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) Beryl 762: 0 - 105m (34 damage.) Damage decreases at 106m - 135m (31 damage) Alpha: 0 - 105m (34 damage.) Damage decreases at 106m - 135m (31 damage) SA80: 0 - 90m (30 damage.) Damage decreases at 91m - 135m (26 damage) Zastava M17 Weight: 15.9 M4 MWS: 14.0 AK-15: 16.5 VEPR: 10.7 MSBS-B: 11.5 MSBS-K: 13.5 M416: 16.3 G36: 12.7 Beryl 762: 15.7 Alpha: 13.0 SA80: 15.5 Zastava M17 Recoil: 0.68 M4 MWS: 0.6 AK-15: 0.74 VEPR: 0.71 MSBS-B: 0.74 MSBS-K: 0.71 M416: 0.83 G36: 0.74 Beryl 762: 0.83 Alpha: 0.72 SA80: 0.81 Zastava M17 Spread: 0.25 M4 MWS: 0.3 AK-15: 0.26 VEPR: 0.28 MSBS-B: 0.22 MSBS-K: 0.25 M416: 0.2 G36: 0.28 Beryl 762: 0.3 Alpha: 0.3 SA80: 0.27 Zastava M17 Reload time: 3.0 Seconds M4 MWS: 1.0 Seconds AK-15: 3.1 Seconds VEPR: 4.2 Seconds MSBS-B: 2.7 Seconds MSBS-K: 3.2 Seconds M416: 4.0 Seconds G36: 3.1 Seconds Beryl 762: 3.1 Seconds Alpha: 2.85 Seconds SA80: 3.1 Seconds Zastava M17 Rate of Fire: 660 RPMs M4 MWS: 740 RPMs AK-15: 620 RPMs VEPR: 670 RPMs MSBS-B: 621RPMs MSBS-K: 721RPMs M416: 660 RPMs G36: 750 RPMs Beryl 762: 600 RPMs Alpha: 570 RPMs SA80: 940 RPMs Zastava M17 Caliber: 6,5x39 Grendel M4 MWS: 5,56x45 AK-15: 7,62x39 VEPR: 5,45x39 MSBS-B: .300 Blackout MSBS-K: 5,56x45 M416: 5,56x45 G36: 5,56x45 Beryl 762: 7,62x39mm Alpha: 7,62x39mm SA80: 5,56x45 Zastava M17 Muzzle Velocity: 800 m/s M4 MWS: 910 m/s AK-15: 720 m/s VEPR: 880 m/s MSBS-B: 675 m/s MSBS-K: 890 m/s M416: 917 m/s G36: 920 m/s Beryl 762: 940 m/s Alpha: 740 m/s SA80: 780 m/s Zastava M17 Bullets to Kill: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 M4 MWS: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 AK-15: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 7 VEPR: HDPE: 4 / PTLN: 5 / Cer: 7 / STL: 8 MSBS-B: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 8 MSBS-K: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 M416: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 G36: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 Beryl 762: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 7 Alpha: HDPE: 4 / PTLN: 5 / Cer: 6 / STL: 7 SA80: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 7 With this out of the way we move on to special features. ---- Section 3 - Special Features This will be short since there isn't much that really needs to be mentioned. 6.5x39 Grendel Intermediate Caliber- Because of the current TTK, there isn't much room for really differing guns at the moment. But for those wondering where exactly the 6.5x39 Grendel generally falls as a caliber, its in-between that of the 7,62x39 of the AK-15 AND 5,45X39 of the VEPR. Select Fire options - Single, 3-Round Burst, and Full Auto like all current Assault Rifles. Unique 25 round Magazine - I'm unable to recall where I got this information from. But, apparently a 25 round Magazine was created for the Zastava M17 and I think it would make a cool alternative magazine for those who want something faster to reload than the 30 round Magazine, but with more ammo than the 20 round magazine. This would also help the Zastava M17 stand out just a little more from it's counterparts if it was added to the game. Changeable Caliber based on Barrel - If we end up being able to change gun calibers in the future, this would definitely be one of those guns that are able to fire multiple calibers. Otherwise this can be ignored entirely and the Zastava M17 should stick to the 6.5x39 Grendel Caliber as it's dedicated ammunition type. No 75 round Drum - Suggested by @nubbits: I think maybe have no drum for this weapon, as far as I can tell there are no drum magazines for it, and considering the Serbian military is the only client thus far it is unlikely one will be made. After giving this some thought, I actually agree with Nubbits. While one could debate that it could be possible for the Serbian Military to acquire Drum mags for the Zastava M17's 6.5 caliber ammunition. This can also be seen as a way to differ the weapon from the other current Assault Rifles on the list and as a trade off for having it's own unique magazine. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the ZM-17 should & should not have access to (in my opinion) when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels All Barrels optional Muzzles All Muzzles optional Lower All Lowers optional Side All side mounts optional Magazines 10 Round Magazines 20 Round Magazines 25 Round Magazines 30 Round Magazines Ammunition All (Gun) Ammunition Types optional New Bodyparts that could come with Zastava M17 (Will add more to this list as I can. Mostly trying to avoid finding duplicate parts.) Handguards MOE AK-47 Handguard - Could just be called MAK-47 Stock Bulged AK Handguard Stocks Bushmaster Folding/Adjustable Stock - Could just be called BMFA-S Stock AR-15 Mil Spec Stock - Could just be called A15MS Stock FAB Defense Zastava M70 - Could just be called FDZ-M70 Stock Outside of those I think the Zastava M17 should have access to a mixture of AK and AR style bodyparts since the gun looks like it uses a mixture of Western & Eastern designs. I was having a hard time finding the more unique parts in the pictures near the top of the post along with the ones in the videos that I thought could make for some nice standard parts. But, the Developers are a creative bunch, so I'm sure they wouldn't mind creating some stock MAR or ZM17 Parts for customization. And with that we bring this post to an end. I'm sure the MAR, Zastava M17, or whatever you want to call it (personally I lean more towards ZM17) might be a little bit of a let down for some folks. I know a Unique Magazine and firing a larger intermediate caliber isn't exactly everyone's idea of new, awesome Assault Rifle to play with. But, I did say I would bring new guns to suggest and the Zastava M17 is proof that I'm going to do my best to keep my word on that promise. Assault Rifles are a very populated list however, so I personally wouldn't mind holding off on new Assault Rifles till the other categories get populated. But, I'm also not in charge/tasked with making weapons for WW3, so I will leave that to the Developers if they ever see this post. Hope you at the very least like the idea of seeing the Zastava M17 in game (even if maybe in a different form than what I suggested.) If you did indeed, hit that up vote so we can further encourage the developers to add more toys for us to play with in WW3. ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter (Still to come) Precision Sniper Rifles Chapter (Still to come) Special Weapons Chapter (Still to come) Submachine Guns Chapter (Still to come) Battle Rifles Chapter BREN 2 BR Shotguns Chapter (Still to come) Light Machine Guns Chapter LWMMG Pistols Chapter (Still to come) ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  8. Almost never still isn't never and I doubt any Military has stopped at least teaching basic Hand to Hand combat to new recruits. So to say it wouldn't make sense for the game seems like a bit of a stretch. And we will get free kills for it which is more BP for us.
  9. Bigger fish to fry first, but I do support the idea of a improved melee system. As funny as it can be to see someone fly after melee hitting them, it gets a bit old after awhile. As for how the animations would be done, I'm a bit torn on that. Connecting the animation to the weapon type would make sense since not every melee weapon can be used the same as others. But, at the same time if the developers went with say...different styles based on how a Nation's Military drills their Soldiers in Knife Fighting, then you can get some more of that authentic military feeling. Though you would have to sacrifice some of the Melee weapon variety as it wouldn't look right if say...Someone shanked someone's throat with a club for example.
  10. Fair point. Though if the player takes Manuel control over the UGV to guide it inside, I wouldn't have much of a issue with that personally. So by default I agree the UGV should at the very least, not attempt to enter any buildings or generally tight spaces on it's own in Automatic mode.
  11. Hey Folks So It's been a long time since I wrapped up my old "Guns that could enhance WW3" series of suggestion posts and double so since my very first posting of it where I covered Light Machine guns. My goals with those posts at that time were to find guns that could not only possibly be added to the game, but actually find guns that were different from what we currently have on offer. Trying to expand on gameplay variety rather than create a wishlist of quantity with everything that goes bang currently in the world (Not that I would mind if the Developers got to the point where they were just adding guns for the sake of adding them. But personally, I rather have variety first before quantity.) So, this is going to be the first step in a pretty long process of revitalizing and updating all my old work (sort of speak) to fit the current game & new suggestion system. But, it will be worth it just to give everyone a chance to vote on individual weapons. I may recommend some of the same guns I covered once before, but I will for sure try to find new guns to recommend as well to avoid a overly predictable list of suggestions. If you like, Please vote on the poll to cast your vote on which weapon category I should cover next time I create a weapon suggestion post. I must have derped late at night, poll closed far sooner than it was suppose to. But, I will honor the vote anyways even though it was excessively short. Assault Rifles will be the next category to be covered and a fresh (actually not ending so dang soon) poll will be hosted. Contents of this post Section 1 - The LWMMG - Real life information behind the LWMMG Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game LMGs and suggested LMGs with the LWMMG. Section 3 - Special Features - Special features I think the LWMMG should have Section 4 - Customization - Customization options I think the LWMMG should have ---- Section 1 - The LWMMG Introduction & Demonstration Videos of the LWMMG. LWMMG Grand Reveal LWMMG Brief Demo Extra Information sources LWMMG - Wikipedia LWMMG - Modern Firearms LWMMG - Guns Fandom The LWMMG or Lightweight Medium Machine Gun, was designed to fill a gap between the 7.62 caliber MGs and the .50 BMG MGs while being light enough to be carried by a individual soldier or marine dismounted from a Vehicle. Firing the .338 Norma Magnum round, the LWMMG not only packs a large punch that falls in between those two categories (If you don't believe me), it does so with accuracy, high muzzle velocity, and hits with the muzzle force of 4600 ft-lbs or 6300 joules. While the LWMMG does have a rather slow rate of fire of only 500 rounds per minute, this is more of a benefit towards it's ability to provide accurate fire down range as a slower rate of fire usually means more controlled shots. As a Medium Machine Gun, the LWMMG is actually lighter than the venerable M240 of the United States Military. But, this reduced weight is countered by the fact that the .338 Norma Magnum round is heavier than that of the 7.62x51 ammunition of the M240. So it comes down to a sort of trade off of - Do you want a lighter gun with heavier, stronger ammunition, or a heavier gun with lighter, weaker (generally speaking) ammunition. The LWMMG can even be converted to fire the .338 Lupua Magnum round if necessary. So, if the gun was to be added to the game, what playstyle would the gun favor and most importantly where exactly would it stand when compared to generally similar Machine Guns? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the LWMMG should without a doubt favor a more defensive or passive playstyle over that of a highly aggressive, rushing playstyle. Because it's packing a caliber of ammunition that is pretty much that of the G29 and fires strictly on full auto, it means that some serious restrictions will be needed for the sake of balance (which I will get to in the next section when I cover special features.) So, if a player is someone who likes to take up a position, gun down the enemy as they advance on them, or cover their allies as they advance onto a objective point while being able to pack some serious punch & accuracy, than the LWMMG may be a favored weapon of choice for them. As for stat comparisons I'm going to do this a bit differently than my older posts. On top of comparing the stats of the gun I'm currently proposing with the guns currently In the game, I'm also going to compare the stats with other future guns I'm going to suggest. But, because this is the first of the revisited guns, I will only have to compare the LWMMG with the MG5, UKM, and Pecheneg Bullpup. Though do expect this list to grow when new weapons of the same type are suggested. Much like my older posts though, I will use colors to indicate where a gun is better, equal/competitive, or worse than another gun it's compared to. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I obviously cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE. Also I'm comparing the stats of weapons from a stock design to another stock design without taking customization into consideration. This is primarily because it would take a long time to do and obviously the post would grow substantially larger if I did. LWMMG proposed and compared stats. LWMMG Effective ranges: 0 - 120m (55 damage.) Damage decreases at 121m - 140m (43 damage) Pecheneg Bullpup: 0 - 105m (43 Damage.) Damage decreases at 120m - 135m (30 Damage) UKM: 0 - 105m (40 Damage.) Damage decreases at 106m - 135m (32 Damage) MG5: 0 - 105m (40 Damage.) Damage decreases at 106m - 135m (32 Damage) LWMMG Weight: 32.9 Pecheneg Bullpup: 20.2 UKM: 21.7 MG5: 30.0 LWMMG Recoil: 0.90 Pecheneg Bullpup: 0.73 UKM: 0.85 MG5: 0.9 LWMMG Spread: 0.20 Pecheneg Bullpup: 0.35 UKM: 0.3 MG5: 0,25 LWMMG Reload time: 7.9 Seconds Pecheneg Bullpup: 8.7 Seconds UKM: 7.9 Seconds MG5: 7.9 Seconds LWMMG Rate of Fire: 400 RPMs Pecheneg Bullpup: 550 RPMs UKM: 640 RPMs MG5: 720 RPMs LWMMG Caliber: .338 Norma Magnum Pecheneg Bullpup: 7.62x54mm UKM: 7.62x51mm MG5: 7.62x51mm LWMMG Muzzle Velocity: 800 m/s Pecheneg Bullpup: 900 m/s UKM: 860 m/s MG5: 785 m/s LWMMG Bullets to Kill: HDPE: 2 / PTLN: 2 / Cer: 2 / STL: 3 Pecheneg Bullpup: HDPE: 3 / PTLN: 3 / Cer: 4 / STL: 5 UKM: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 MG5: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 With this out of the way, time to tame this beast a little bit since...Yeah, I suspect a lot of rage if this thing was treated like the average LMG. ---- Section 3 - Special Features This will be short since there isn't much that I think really needs to be mentioned. Can only be hip fired when Standing or Crouched - Because this gun is packing a pretty serious caliber of ammunition, it's ability to be shot on the move like a normal LMG is just asking for some upset players. So, till Players are able to mount guns using bipods on ledges, boxes, and etc. I would say make this gun a strictly Defensive-Prone only LMG. Limited Lower customization options - Because the gun is only able to be ADS from the prone position, I see no reason to have access to so many different types of lower grips. But, that is just my personal opinion. Effective against Light Vehicles, UGVs, and IFVs - The .338 Normal Magnum is by no means a small caliber of ammunition, wouldn't be much of a surprise if it was able to damage some fairly light armor targets. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the LWMMG should & should not have access to (in my opinion_ when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Long Barrel Medium Barrel Muzzles All Muzzles optional Lower Bipods RGL Bipod Side All Side mounts optional Magazines 50 Round Soft Pouch 100 Round Hard Box Ammunition All (Gun) Ammunition Types optional And because the Gun is still relatively new there is little to no aftermarket parts for any real serious cosmetic changes. But, if the Devs want to make some parts able to be put on the LWMMG or get a little creative than I leave that to them. With that we bring this first post in the new "Weapons that could enhance WW3" series to an end. There are a lot of weapons I recommended back in my "Guns that could enhance WW3" and with the change to the suggestion system, I didn't want to let all that work & research ultimately go to waste in the event that they were no longer being considered. But, People do suggest and request things that have been suggested/requested multiple times before, so I don't think I'm really doing anything all that horrible in the end for wanting to revitalize/update my old posts in a way that is more flexible with the new Suggestion system. If nothing else, I went into even deeper detail with the LWMMG this time than I did the first time I mentioned it in 6 Guns that could enhance WW3 - Machine Guns post. Not sure what I will recommend next, but we will see when I get there. Hope you at the very least like the idea of seeing the LWMMG in game (even if maybe in a different form than what I suggested.) If you did indeed, hit that up vote so we can further encourage the developers to add more toys for us to play with in WW3. Have a good one folks! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter (Still to come) Special Weapons Chapter (Still to come) Submachine Guns Chapter (Still to come) Battle Rifles Chapter BREN 2 BR Shotguns Chapter (Still to come) Light Machine Guns Chapter (Still to come) Pistols Chapter (Still to come) ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  12. Went ahead and added that as an alternative idea with proper credit given per usual. I didn't mention that later half at the moment for clarity. Did you mean it can't drive inside buildings it can't fit, or can't drive inside buildings at all?
  13. Hey Folks. Time for another "Strikes that could enhance WW3" posts and this time around we will be covering the Mission Master by Rheinmetall Defence Canada, a swiss army knife of a UGV that I had hinted at in my last suggestion post when I covered the Supply Drop suggestion as a replacement for the current in-game Resupply Containers. But, before we get deep into it, I just need to cover one thing real quick which is a brief mention of what Support Strikes are in the event People didn't read the Supply Drop post, Content of this post will be Section 1 - New Strike Category - A brand new Strike Category I'm calling Support, or Support Strikes to be the most technical. Section 2 - New Strike - A new Strike for the game; Mission Master UGV-C, information on it, proposed stats, and features. Section 3 - Mission Master Customization Suggestions - Proposed Customization options ---- Section 1 - Support Strikes What are Support Strikes? Support Strikes (as I personally think they should be) are Strikes designed around the concept of supporting a Player's Squad or Team with either on map support, or off-map support rather than being primarily designed around killing enemy players. While the primary reason for this strike category is mainly for Strikes focused around Supporting One's Squad or Team over actively engaging the enemy, it's secondary reason is to serve as a miscellaneous category for any future Strikes that may not fit into any one category. With this out of the way, lets get started on the Mission Master UGV-C Strike. ---- Section 2 - Mission Master UGV-C (Left to right) - Mission Master UGV-S, Mission Master UGV-C, and Mission Master UGV-P For some real life Information and Demonstrations on the Mission Master here are some youtube links. Rheinmetall Canada unveil their new UGV Mission Master 2018 Rheinmetall Canada's Mission Master UGV-S & UGV-C Trailer Rheinmetall Canada's Mission Master UGV-P Trailer Demo at South Africa's Ammunition Capability Demo 2019 The Mission Master out of Rheinmetall Defence Canada is a highly modular, autonomous, and adaptable Unmanned Ground Vehicle (UGV) capable of tackling a new mission in a very short amount of time. It can go from performing Surveillance Missions to Combat, Cargo Hauling, Emergency Rescue, CBRN (Chemical, Biological, Radiological, and Nuclear), and even more missions with just a modular change with very little to no special tools required. Hence why I referred to it as the Swiss Army Knife of UGVs. However, it's high level of autonomy is one of it's biggest selling points as it can work independently or manually with just a few commands. However, for all the various missions the Mission Master can undertake, only three of it's Mission Modulars can really be translated well into World War 3, and you can see those three Mission Modulars in the pictures above. The Mission Master UGV-S configuration is to allow the Mission Master to undertake surveillance missions such as Recon, Patrols, and etc. The Mission Master UGV-C (As I call it) is basically just the Mission Master that has been stripped down to carry backpacks, provide space to carry wounded soldiers, equipment, and etc. The Mission Master UGV-P configuration is to allow the Mission Master to take up more of a direct combat effort against enemy targets with MGs, Rocket launchers, or even that large 70mm Rocket Pod you see in the right side picture above. Now if this thing was to be added to the game, I'd personally say break it up into three different Strikes. The UGV-S version for the Scanner Strikes, the UGV-P version for the UGV Strikes, and the UGV-C for my Support Strikes or whatever they deem more fitting. Ultimately it is entirely up to them. But, for the sake of simplicity of posting for myself, I'm just going to focus on the UGV-C version for this post. So, what would the UGV-C do if it was added to the game? If added to the game, the UGV-C should act sort of like the Supply Drop Strike I had suggested. However unlike the Supply Drop, the Mission Master UGV-C would be able to move around the map to provide supplies for anyone who needs it, and do so without largely being able to fight back (By largely I mean it can really only run over enemy players and that's it) since it's not the combat configured Mission Master. If it's high level of autonomy is represented properly, it could even follow it's Strike owner around the map to stay on them ove. The supplies would eventually run out though and thus the Mission Master would sooner or later need to return to the rearm & repair platform to be restocked. But, overall the primary goal of the Mission Master UGV-C strike is to overall be a Mobile Resupply station. Special Features Suggestions Automatic & Manuel Modes - To represent the Mission Master's level of Autonomy, it is very important (for a accurate depiction of the UGV) that it be able to be switched in & out of a Automatic follow mode any time the player generally wanted. Of course they should take the time to pull out their tablet or whatever, but from there they should be able to switch the Mission Master's movement modes. Or alternatively as suggested by @NeoOrNeon: when you place a world marker and select "go there" from the radial, the UGV should drive to that point. That would help the player place it behind cover so that it won't get shot while they deal with the threat. When the Player enters buildings or generally tight spaces the Mission Master should not attempt to follow them while in Automatic Mode. Though if the player wants to guide the UGV in manually than that should be a option. 360 degree stationary turn radius - While the Mission Master is a wheeled UGV, it's perfectly able to turn a full 360 degrees just like a tracked vehicle can when stationary. Sub-Systems - Just like the other UGVs the Mission Master should have Sub-Systems that can be damaged/repaired. Supply Depletion Warning - Unique to the Mission Master UGV-C, when the UGV runs out of supplies to offer People, the Strike key at the bottom of the screen should begin to flash red to indicate that it needs to visit the rearm & repair pad. With these special features out of the way, lets move on to proposed base stats before we dive into the customization options. Proposed Base Mission Master Stats Base BP cost: 1200 Strike Type: Mobile Resupply On or Off Map: On Operational range: 400 Health: 250 Cooldown: 6 minutes Speed: Somewhere between the Leviathan & Battle Bot. Provides towards Vehicle limit: Yes Starter Carry Racks: 2 out of 8 Starter Supply Capacity: 2 Bags Starter Supplies: Medical Bags Destroyed on Death: No Countered by: Reaper Drones, UCAS-D, and anything in general that a UGV can be countered by. With these base stats lets begin with the proposed customization options I think should be open to the Mission Master UGV-C. ---- Section 3 - Mission Master UGV-C Customization Suggestions Because the Mission Master UGV-C is primarily a resupply UGV, Offensive levels of customization should be thrown out the window like high caliber MGs, Rocket Pods, and the likes. So I'm thinking more along the lines of providing Supplies since that is its primary role, but also with optional customizations that provide passive benefits from the UGV and defensive protection for the UGV. Side Mount Carry Racks - Increases Supply Capacity by 2 for a total of 4 BP Cost increase: 100 Unlocks: 2 Supply Spaces for Medical, Ammunition, or Equipment Bags. Expanded Carry Racks - Increases Supply Capacity by 4 for a total of 6 BP Cost increase: 300 Unlocks: 4 Supply Spaces for Medical, Ammunition, or Equipment Bags. Large Carry Racks - Increases Supply Capacity by 6 for a total of 8 BP Cost increase: 500 Unlocks: 6 Supply Spaces for Medical, Ammunition, or Equipment Bags. Vehicle Bed Mechanical Supplies - All Allies within 15 meters of the UGV-C gained a small bonus to Vehicle Repairs BP cost increase: 200 Trophy APS - Destroys unguided rockets that threaten it. Overall nothing overly different from what currently have on the bigger Vehicles. BP cost increase: 200 Phantom Jammer - Nothing overly different from our current Phantom Jammer. BP cost increase: 200 Defenses Smoke Launchers - Nothing overly different from our current Smoke Grenade launchers on our Vehicles. BP Cost increase: 100 And overall I think that should be just about all the Mission Master UGV-C should have on offer. This particular configuration of the Mission Master is not a combat vehicle like the UGV-P variant so giving it a lot of offensive tools would make no sense at all for it, nor would it make a lot of sense to give it a lot of Surveillance equipment like the UGV-S model would have. But, if the Developers wanted to make a single strike with a lot customization options so players can really mix and match stuff, than I ultimately leave that up to them. I just make the suggestions, what they do with them is up to them. But, this brings this post to an end. I actually re-typed this post 4 times before actually settling on it, going back & forward with the concept of 1 strike with many different customization paths, or separate strikes with dedicated customization options. I just took this path for my own sanity and to largely keep the post as short as possible without (hopefully) missing any fine details, or forgetting anything in the process (which I wouldn't doubt for a moment that something slipped my mind and I forgot to add it after the posting, expect a edit to the post if something comes to my mind.) I will in the future cover the other two Mission Masters configurations the UGV-S whenever I revisit the Scanner Strikes and the UGV-P when I get to the UGVs. I hope everyone likes the Mission Master, it's a relatively speaking a newer UGV on the market, and like always here is your hint for the next post to come (Don't get overly hyped though, it's more passive than it first seems.) Have a good one folks! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter (Still to come) Special Weapons Chapter (Still to come) Submachine Guns Chapter (Still to come) Battle Rifles Chapter BREN 2 BR Shotguns Chapter (Still to come) Light Machine Guns Chapter LWMMG Pistols Chapter (Still to come) ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  14. Yup. While I would not want to outright punish a person for not being a team player, at least back before the Resupply Containers were added, those players could give a little back to their teammates that actually were team players. Now it's just basically; I need nobody and won't help anybody unless I'm going to directly benefit.
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